Impact

Discussion in 'Reach Competitive Maps' started by II CASHnDASH II, Sep 22, 2010.

  1. Toastman

    Toastman Ancient
    Forge Critic Senior Member

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    Good point there. My Embassy lags like a mother in forge because it is rendering all of the spawn points, hill makers, kill zones, etc. It runs relatively well in 4v4 though.
     
  2. Kitouski

    Kitouski Forerunner

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    This map is absolutely beautiful. I honestly have not seen a better map in forge yet, and I rummage through forge maps a lot. It also plays wonderfully, something I see some maps suffer from because of the aesthetics. The slight game lag is an issue when there's too many people playing at once, though as it was already said, 4vs4 plays fine. The only thing I can say is you should add infection into the map. Not so much because I think it would play the variant good or bad, but I just don't like seeing maps lacking any of the basic variants, considering it's not like the map NEEDS to be tweaked for it, it's just a user choice thing if that makes sense, lol.
     
  3. TraceurZer0

    TraceurZer0 Ancient
    Senior Member

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    I can't wait for some of my friends to get online. First thing I'm going to do is insist we play a custom on this map.
     
  4. rusty eagle

    rusty eagle Ancient
    Senior Member

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    Enjoyment:

    There was a great dynamic between the inside of the bases which provided close quartered combat, the outer bases was great for mid range combat, and the under belly to the bases was good flag route. There was a lot of fighting on either side, but not much from base to base. The middle structures were a bit awkward to fight in and around. It was more congestion rather than contesting in those areas. The map did provide cover where necessary and had good movement and there weren't any tricky or technical aspects to the map where players got hung up on.

    I'd play again and then some more. 7/10.

    Balance:

    Well it's symmetrical so there isn't any unbalance between the sides. However, I've noticed that there is a bit of a 'run factor'. Simply put, players have a bit of an easy time running away or running around an object, but only in a few spots. It isn't a big deal since the map is small and it's meant for teams. Now, the OS is off centered and gives one team a bit of an advantage over the other team, so that's something that needs to be addressed, as it's an easy fix. I didn't see any spot being camped or overused, which meant there was constant action.

    I'm giving balance a 7/10.

    Durability:

    There is a little bit of forge lag, but nothing particularly game breaking. You can also get on top of the covers which, again, aren't game breaking, but I wouldn't encourage people going up there.

    It's getting 8/10 for durability.

    Aesthetics:

    I like the use of rocks and I really liked the rock gardens. I also like that you incorporated water into your map to give the map some character. I liked the layout as a whole as well, but I felt you could have used different items to accomplish the same task. So, you had a good layout to the map, but some of the objects don't mesh well.

    It isn't jawdropping, but it isn't an aesthetic map either. 7/10

    Originality:

    It's about the size of an arena, but it incorporates different play styles in the map. This was one of the first to incorporate a lot of the aesthetics you used. The middle and side bridges, while different geometrically aren't the most unique map features.

    There are some features in the layout that aren't unique, but as a whole it's definitely it's own map. 8/10


    So, all together a 7/10. It's a great map. I feel if you take the bases and stretch it out a bit and create some memorable conflicts in neutral areas, Impact would stand out a lot more. Also, a little to much variation in objects, a lot of different textures in a map will hurt it.
     

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